Good one, Kit - I'll edit it in tomorrow @ liq3 - it looks like they've altered the formula on reinforcement gold since Beta but we are still testing to determine how. It doesn't look like it's based on killing blow. At this point my theory is that the most damage from a single source gets the gold from the kill, but towers might have to be discounted. WHat seems to be clear at this point is that it does not work based on aura like it used to. Beyond that I can
Ke5trel
[quote who="liq3" reply="5" id="2148727"]Well I was just doing some testing, and you only get gold from creep kills if you last hit. Same with towers. Although, you might get gold if an ally DG last hits. I don't know. I just know creeps killing enemy creeps doesn't give you gold. [/quote] Unless they radically changed something when I wasn't looking this is the opposite of how it worked in Beta. Can someone official confirm this? I'll edit to reflect
[quote who="liq3" reply="3" id="2148699"] quoting postPortal Grunts split xp and gold between every allied DG in (long) range of the kill. You sure about this? I could understand exp being split, but afiak gold is kill based. [/quote] Don't have the LUA in front of me but I'm pretty sure. It's why if you came over from DoTA you have to concentrate *not* to last-hit. I should put that up there, actually...
[quote]I disagree. I was playing a four vs four on the map set in space last night, and our team was stuck for about an our inside our base getting constantly smashed by the enemy (inc Giants) but they just couldn't kill our citadel. We were all to close to the health stone. The only reason the match ended was because I crashed.[/quote] You were playing Crucible, right? That map needs some adjustment in terms of a few tower placements and the Crystal. I don't play games on
So having played this game for about 6 months now I thought I'd post some random tips on gameplay, mistakes I see people making that can be easily avoided - I. Movement: How and where you move is really important. Some examples - - If your gank team is converging on some poor little nubcake DG try to go where he will be when he starts to gtfo, not where he is chillin before he sees you coming. - Learn t
[quote]I pin victory at the exact moment a team gets catapults. Until that point, it's anyones game.[/quote] Actually this is the point when momentum is most likely to shift. If your opponents get catas and can't complete within 5 waves or so then your level and gold advantage will be decisive. Farm the larger grunts before they hit your base and you can turn it all around.
[quote]I talked to Frogboy and he is ok with not counting custom games in the overall rankings. We will also be implementing some limits, like you mentioned (1 human player in a game will not count the stats at all).[/quote] OK, well this will stop the 1 minute games from affecting rank, but it will also keep the legitimate games between skilled players from affecting rank. I'm sorry, but I'm not going to consider Pantheon or Skirmish fair right now, because the ratings just aren't a
I agree that we need a surrender/concede button, but I think momentum can shift - at least on a map like Prison.
[quote]Sadly, the biggest issue that i have with Oak at the moment would be Raise Dead Ward. I would rate Raise Dead Ward as one of our least useful skills. Not only is it a mana sink, our wraiths do very little damage, die extremely quick, and provides the enemies with enemies to level up on . For the cost and skill point investment in Raise Dead Ward, our wraiths (and general controlled minions over all) need a very large boost in hitpoints,
[quote who="LansecAlting" reply="7" id="2146616"] Quoting LittleOz, reply 6So if i summon minatours, archers, and priests as minions and they die, my enemy gets NO experience what so ever from killing them? At the moment, this seems to be the case.[/quote] And you lose nothing but the cooldown and mana it costs to make more
MoB = Mark of the Betrayer
[quote]4. Creeps die so easily and quickly, and there are so many, that I can't keep track of gold or exp while farming. It just seems like one big clusterfuck. I also can't tell how much gold I'm getting and from what. The creeps are so numerous and tiny that last-hitting and the entire meta-game of farming gold, creeping, denying, and last-hitting (that plays a significant role in DotA) is effectively made superfluous. [/quote] It's a different meta-game but it still works.&nbs
no real rule of thumb yet, but Vlemish is usually the first item I buy in this build. I'll only add Plenor if I find myself running out of mana before a given fight is over, and your abilities shouldn't use too much mana til level 7 or so, depending on your DG and build...If you are really spell heavy you might want to consider one of the flat-rate mana items in the favor menu to start with... Generally if I need that much mana I'll keep both items, because the % will stack on t
I like this thread :) Since Oak has been my favorite DG for a while I'd be perfectly happy to keep the balance of power right where (I think) it is. ;) To give some perspective - QoT, Oak and Sedna were all very effective in Beta 3 if you knew how to use them. I'm talking about high-level players in skilled games. Generals have all gotten buffed, Erebus has gotten a giant buff, the uniques have been buffed and the idols have gotten giant buffs. And al
It depends on what you are building, but generally flat rate then %, because the flat rate will help you more early and the % more later. I generally go Vlemish and then Plenor if I need it. hope that helps ;)
Mines are really effective against DGs when your opponents are distracted or you are playing with an ally who provides a large shadow like Rook or lots of confusing ground coverage like a minion General.. Stats/Slow Reg is ridiculous when he reaches critical mass, but I wouldn't use him in every situation. Sometimes a snipe/mines or MoB build can be more desirable..
[quote]I was under the impression that once you hit max level you start getting more gold in place of the XP. [/quote] It doesn't happen that way right now, afaik. On topic: If you make it to level 20 in an online game something is wrong. You'll find most games against all-human opponents will end between level 10 and 15. Give it a week and see if you are still hitting level 20.
[quote]Though I would definitely disagree with the claim that a half-general, half-assassin team is necessarily better than a full assassin team or a full general team. I haven't noticed any evidence that mixing up the balance of character types is of any advantage.[/quote] Well I guess it depends on the players, but all things being equal I'm going to go out on the long, shaky, and controversial limb of day 2 of this version and say that in a 2 v 2 the team with 1 general has
[quote]Could you direct me to a post of a dev saying it's an exploit and will be fixed?[/quote] http://forums.demigodthegame.com/344763 reply #2 :) Oh and currently it's a tossup whether the gold cost is worth it. I tend to think it is but a couple of other General players I respect aren't sure, so we'll see
[quote]Since 1.9 or whatever (the 0 day patch) are the generals as strong as the As?[/quote] Yes, I believe so. We'll have to wait and see a bit but a couple of games I've played recently make me think 1. Generals do less damage individually but have much higher survivability - with a full complement of minions they are more powerful than Assassins 2. In high level team games you want at least one General on your team for every Assassin. <p
regroup is "O" Right now I'm pretty lazy with minions - you can do alot with M and O
[quote]A gold penalty as Ke5trel is suggesting leaves a bad taste in my mouth (I.E. I don't like that solution much). I understand it would provide a penalty and make you care about them, but that penalty would be hard to make right. Too high and no one will use the minions. Too low, and why bother?[/quote] Yah we are aiming for the spot in the middle. That's why it's called "balance" ;P I'm not attached to any particular mechanic here, but the problem is an old one a
[quote]It's just a way to force players to be a bit more careful with their minions instead of making it so they can throw them out like torpedoes with no consequence. A good player won't let his minions be slaughtered.[/quote] Yep. Right now idol minions have potentially infinite value for a very low initial cost. You will never run out of them and unlike Beta they are actually effective now. Unless you want to nerf them back to levels where no one uses them you ne
I agree Idol minions shoud either cost gold to summon (base of 50 with an additional 50 for each level should do it) or they should provide gold and xp when killed. Unique minions (like spirits, yetis, etc.) should not provide gold or xp, but their health should be about 20-30% lower for the damage they do - right now with support they are too effective imo
[quote who="xsnakeeyesx" reply="22" id="2144941"]Does anyone know how many seconds Staff of Renewal would remove from Bite? I use the Assassin Erebus build and would love to see how much more bite spam I can put out with this.[/quote] I made this mistake the other night. Actually it's a blindspot of mine, I keep forgetting - anyway Staff of Renewal provides a blanket passive 20% cooldown on all abilities and items for *Assassins* Erebus, as a General, doesn't hav